// Dear ImGui: standalone example application for GLFW + OpenGL 3, using
// programmable pipeline (GLFW is a cross-platform general purpose library for
// handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation,
// etc.) If you are new to Dear ImGui, read documentation from the docs/ folder
// + read the top of imgui.cpp. Read online:
// https://github.com/ocornut/imgui/tree/master/docs

#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>

#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
// About Desktop OpenGL function loaders:
//  Modern desktop OpenGL doesn't have a standard portable header file to load
//  OpenGL function pointers. Helper libraries are often used for this purpose!
//  Here we are supporting a few common ones (gl3w, glew, glad). You may use
//  another loader/header of your choice (glext, glLoadGen, etc.), or chose to
//  manually implement your own.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
#include <glad/gl.h> // Initialize with gladLoadGL(...) or gladLoaderLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or
                          // multiple definition errors.
#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or
                          // multiple definition errors.
#include <glbinding/gl/gl.h>
#include <glbinding/glbinding.h> // Initialize with glbinding::initialize()
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif

// Include glfw3.h after our OpenGL definitions
#include <GLFW/glfw3.h>
#include "mainwindow.h"
#include "jse/jse_manager.h"

// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to
// maximize ease of testing and compatibility with old VS compilers. To link
// with VS2010-era libraries, VS2015+ requires linking with
// legacy_stdio_definitions.lib, which we do using this pragma. Your own project
// should not be affected, as you are likely to link with a newer binary of GLFW
// that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) &&                                 \
    !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif

static void glfw_error_callback(int error, const char *description) {
  fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}

int main(int, char **) {
  // Setup window
  glfwSetErrorCallback(glfw_error_callback);
  if (!glfwInit())
    return 1;

    // Decide GL+GLSL versions
#if defined(IMGUI_IMPL_OPENGL_ES2)
  // GL ES 2.0 + GLSL 100
  const char *glsl_version = "#version 100";
  glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
  glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
  // GL 3.2 + GLSL 150
  const char *glsl_version = "#version 150";
  glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
  glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
  glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
  // GL 3.0 + GLSL 130
  const char *glsl_version = "#version 130";
  glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
  glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
  // glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);  // 3.2+
  // only glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
#endif

  // Create window with graphics context
  GLFWwindow *window = glfwCreateWindow(
      1280, 720, "quickjsEngine", NULL, NULL);
  if (window == NULL)
    return 1;
  glfwMakeContextCurrent(window);
  glfwSwapInterval(1); // Enable vsync

  // Initialize OpenGL loader
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
  bool err = gl3wInit() != 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
  bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
  bool err = gladLoadGL() == 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD2)
  bool err = gladLoadGL(glfwGetProcAddress) ==
             0; // glad2 recommend using the windowing library loader instead of
                // the (optionally) bundled one.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
  bool err = false;
  glbinding::Binding::initialize();
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
  bool err = false;
  glbinding::initialize([](const char *name) {
    return (glbinding::ProcAddress)glfwGetProcAddress(name);
  });
#else
  bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader
                    // is likely to requires some form of initialization.
#endif
  if (err) {
    fprintf(stderr, "Failed to initialize OpenGL loader!\n");
    return 1;
  }

  // Setup Dear ImGui context
  IMGUI_CHECKVERSION();
  ImGui::CreateContext();
  ImGuiIO &io = ImGui::GetIO();
  (void)io;
  // io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable
  // Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; //
  // Enable Gamepad Controls

  // Setup Dear ImGui style
  ImGui::StyleColorsDark();
  // ImGui::StyleColorsClassic();

  // Setup Platform/Renderer backends
  ImGui_ImplGlfw_InitForOpenGL(window, true);
  ImGui_ImplOpenGL3_Init(glsl_version);

  // Load Fonts
  // - If no fonts are loaded, dear imgui will use the default font. You can
  // also load multiple fonts and use ImGui::PushFont()/PopFont() to select
  // them.
  // - AddFontFromFileTTF() will return the ImFont* so you can store it if you
  // need to select the font among multiple.
  // - If the file cannot be loaded, the function will return NULL. Please
  // handle those errors in your application (e.g. use an assertion, or display
  // an error and quit).
  // - The fonts will be rasterized at a given size (w/ oversampling) and stored
  // into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which
  // ImGui_ImplXXXX_NewFrame below will call.
  // - Read 'docs/FONTS.md' for more instructions and details.
  // - Remember that in C/C++ if you want to include a backslash \ in a string
  // literal you need to write a double backslash \\ !
  // io.Fonts->AddFontDefault();
  // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  // io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  // io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  // io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  // ImFont* font =
  // io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f,
  // NULL, io.Fonts->GetGlyphRangesJapanese()); IM_ASSERT(font != NULL);

  // Our state
  bool show_demo_window = true;
  bool show_another_window = false;
  ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

  main_window w(0,0,800,600);

  // Main loop
  while (!glfwWindowShouldClose(window)) {
    // Poll and handle events (inputs, window resize, etc.)
    // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to
    // tell if dear imgui wants to use your inputs.
    // - When io.WantCaptureMouse is true, do not dispatch mouse input data to
    // your main application.
    // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input
    // data to your main application. Generally you may always pass all inputs
    // to dear imgui, and hide them from your application based on those two
    // flags.
    glfwPollEvents();

    // Start the Dear ImGui frame
    ImGui_ImplOpenGL3_NewFrame();
    ImGui_ImplGlfw_NewFrame();
    ImGui::NewFrame();

    //绘制主窗口
    w.paint();

    // 1. Show the big demo window (Most of the sample code is in
    // ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear
    // ImGui!).
    // if (show_demo_window)
    //     ImGui::ShowDemoWindow(&show_demo_window);

    //   // 2. Show a simple window that we create ourselves. We use a Begin/End
    //   pair
    //   // to created a named window.
    //   {
    //     static float f = 0.0f;
    //     static int counter = 0;

    //     ImGui::Begin("Hello, world!"); // Create a window called "Hello,
    //     world!"
    //                                    // and append into it.

    //     ImGui::Text("This is some useful text."); // Display some text (you
    //     can
    //                                               // use a format strings
    //                                               too)
    //     ImGui::Checkbox(
    //         "Demo Window",
    //         &show_demo_window); // Edit bools storing our window open/close
    //         state
    //     ImGui::Checkbox("Another Window", &show_another_window);

    //     ImGui::SliderFloat("float", &f, 0.0f,
    //                        1.0f); // Edit 1 float using a slider from 0.0f
    //                        to 1.0f
    //     ImGui::ColorEdit3(
    //         "clear color",
    //         (float *)&clear_color); // Edit 3 floats representing a color

    //     if (ImGui::Button("Button")) // Buttons return true when clicked
    //     (most
    //                                  // widgets return true when
    //                                  edited/activated)
    //       counter++;
    //     ImGui::SameLine();
    //     ImGui::Text("counter = %d", counter);

    //     ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
    //                 1000.0f / ImGui::GetIO().Framerate,
    //                 ImGui::GetIO().Framerate);
    //     ImGui::End();
    //   }

    //   // 3. Show another simple window.
    //   if (show_another_window) {
    //     ImGui::Begin(
    //         "Another Window",
    //         &show_another_window); // Pass a pointer to our bool variable
    //         (the
    //                                // window will have a closing button that
    //                                will
    //                                // clear the bool when clicked)
    //     ImGui::Text("Hello from another window!");
    //     if (ImGui::Button("Close Me"))
    //       show_another_window = false;
    //     ImGui::End();
    //   }

    // Rendering
    ImGui::Render();
    int display_w, display_h;
    glfwGetFramebufferSize(window, &display_w, &display_h);
    glViewport(0, 0, display_w, display_h);
    glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w,
                 clear_color.z * clear_color.w, clear_color.w);
    glClear(GL_COLOR_BUFFER_BIT);
    ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());

    glfwSwapBuffers(window);
  }

  // Cleanup
  ImGui_ImplOpenGL3_Shutdown();
  ImGui_ImplGlfw_Shutdown();
  ImGui::DestroyContext();

  glfwDestroyWindow(window);
  glfwTerminate();

  //free all javascript context
  javascript_manager::get().close_all();

  return 0;
}
